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I activated a student license but I only get the options to buy or trial Substance Painter through the creative cloud. I've tried logged in as both account types - student and business - yet the result is the same.
Hi all,am i right that in Substance painter its noch possible to have Backface culling while using Polygon fill option directly in the 3D view?I mean is this option not deadly usefull and nessecary?With best
I've been searching for this for a while now and it seems there's only a backface culling toggle option for the paint brush in SP, but for all other fill options like polygon, uv_chunk, triangle and object, backface culling is still missing after all these years. Seems like a basic funcionality for a 3D paint app like Substance to me. Could we please have this fixed, this drives me nuts, I keep screwing up my textures and masks. Thanks, R.
I have purchased a Substance Painter 2025 subscription on Steam, but I need to install version 7.4.3. for learning purposes and to export my homework correctly to my teacher.How can I install 7.4.3? Please help.I know that older versions are being removed on Steam, but what should I do if I have already paid for a subscription? Maybe you can give me access to beta version 7.4.3?
Greetings, i'd like some help with the following problem. Substance crashes keeps crashing when doing the simplest things. The program doesn't actually close and i can still save the project, but the viewport is filled with black and green squares and i can't interact with any other funcion. Sometimes it only takes a few seconds after launching the program, but the crashes ocurr mostly when applying white or black masks, changing the view of the camera in the viewport or simply when moving around. I'm not the most tech savy, so i'm not sure if the following data helps. PC specs:APU1AMD Radeon(TM) GraphicsPrimary/Integrated/Hybrid VRAM1512 MBDDR4 1600 MHz GPU2AMD Radeon RX 6600MDiscrete/Hybrid VRAM28176 MBGDDR6 1750 MHz CPUAMD Ryzen 7 5800H with Radeon Graphics8 Cores RAM16 GB
Hi, This week I applied for a student license for substance painter. It got approved, and tried to download it. The problem is that I use Ubuntu, and it turns out I have to pay 150 dollars extra as a student, just because I use Linux. Costumer support told me that my plan only allows mac and windows installs, but I can pay for the Steam version to get it for Ubuntu. This means they do have a native Linux build that is perfectly functional, but choose to not make it available because reasons... I guess?? The sad part is that many people choose Linux becuse they can't affford windows or an apple computer, and adobe makes these people pay extra just becuase they can. This is just pure evil. Like can't they just give a steam key for Ubuntu if they have problems putting the linux build on their site or something?? But no, they choose not to.
Hi, since the Painter can be quite heavy, I need to change the autoback save folder on an other drive.I do that from the Javascript menu seen in the images bellow. I also make sure to check the box that says to always use that folder. The issue is that this setting doesn't save. It reverts to it's initial default folder every time I open Painter. If I forget to do it, my C drive can get eaten alive by all those very heavy Painter files. Am I missing something here? any help would be appreciated. Hopefully this can be fix! Thanks!
I have tried disabled GPU Raytracing under Baking Options but still I get these strange lines in the Substance Painter viewports after baking. They seem to be in the Ambient Occlusion map. Also I set "Self Occlusion" to "Only Same Mesh name". How can I fix this?
I try to import model from staer but I get an error when I attempt. I have tryed obj and gltf file.How do I fix this? I sent orginal file from painter to stager, then modified and scaled the model so I can send back to painter but the model wont import.
I'm using SP for a flight simulator. I often create assets and only after some time, for technical reasons, I find I need to rotate, move, or scale the entire project. If I do that all of the masks are usually changed completely. This happens whenther I check "preserve stroke positions on mesh" or not. I'm assuming the masks and paiunt layers are actually some sort of voxel 3D volumes and not the 2D surfaces we see in the 2D window. Please provide a way to offset the entire project by manually inputting position/orientation/scale values, so that, when the project is re-imported, the new position fits the existing one.
I'm in the early stages of developing a substance painter plugin using 11.03 that tries to duplicate a reference texture with the asset directory of the user. It looks like the API's able to create a layer, but it doesn't seem like assigning a .sbsar file to a layer. I can't seem to populate a resource of any kind to a newly created layer. Implementing this feature could make for some really cool processes. And with the future of the API in mind, it'd be nice if the API could also adjust the color of materials, roughness, if they have normal maps, etc. I think the more I can do with the API the more fleshed out we can develop. Forgive me if this is already a feature, but I can't seem to find this ability anywhere.
I have a startup script in Substance 3D Painter that uses psutil, and I get the following error when opening the program: ImportError: DLL load failed while importing _psutil_windows: The specified module could not be found. I am using the embedded Python located at: C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\pythonsdk\python.exe What I tried:Installed psutil using the embedded Python’s pip.Verified that psutil works fine in my system Python 3.11.Attempted to build _psutil_windows.pyd from source, but encountered linker errors (e.g., LNK2001 unresolved externals) because the embedded Python doesn’t provide all the required symbols.Question:Is it possible to use psutil with Substance 3D Painter’s embedded Python in a startup script?If not, what is the recommended way to check if a process exists (PID) or perform similar system-level tasks using the embedded Python?Additional info:Substance 3D Painter version: 2025.xOS: Windo
Hi, I am new to SP and trying to customize some Unreal Engine Metahumans.According to Epic guides the the needed SRMF texture is relatively Specular,Roughness,Metalic and Fuzz.I created an export template in SP in order to export spec and roughness but not quite getting the result.Metalic and fuzz is not important for me since character is non metallic and fuzz is another thing. Attached you can see samples from Unreal's original textures and the ones I got from Sp with the export template. Could you please help me with the export template which seems I am doing something wrong.
Getting an error when saving project or trying to save smart materials:I've seen folks on here suggest File -> Clean. My Painter (version 9.0.1) doesn't have a "clean" option but it has a "remove unusued resources" option. I assume that's the same thing? In any case, it doesn't let me save either. Desperately seeking help so I can close project.
When creating a proyect using a template that has a shader asigned to the texture set, it only applies that shader to 1 of the texturesets the imported mesh file has, leaving the rest with the default asm-metal-rough, when it should apply the shader chosen in the template to all texturesets.Attached gif shows how that happens even with the default PBR with Alpha Blending template shipped.
Maybe you can see what I’m trying to do here.I have a texture atlas I’m setting up of little textures for things like posters and such; what I’m trying to do is that as I create more posters in Blender and import those meshes in Substance Painter to work on them, I want the textures I eventually create on them to slot into a texture atlas I’m continually updating.Essentially;-Make poster in Blender, UV unwrap, etc-Import the mesh AND the master texture in Substance Painter, do my thing, the mesh is already UV unwrapped within the bounds of where I want its textures to sit on the atlas-Export the texture with atlas updatedWhat happens instead is that when I export a texture in Substance it just makes a whole new file. What I want instead is the image above to continually update as I add. Is this possible? Is this possible to work around if Substance can’t do it?
Hello there!Something I would love to request is an Unreal Engine 5 viewport wrapper with lumen if its possible, I know its been done with elder scrolls oblivion so im wondering if its doable inside of substance painter? It would streamline a ton of workflow for the whole industry internally and externally and would be a very welcomed feature.
Hi everyone,I'm new to Substance Painter and I'm having trouble with my custom mesh. I can apply materials like roughness and metallic just fine, but I can't paint directly on the mesh or use masks — nothing shows up when I try.I’ve checked the UVs and they seem correct (everything is in the 1001 tile, no UDIMs). I also made sure to disable automatic unwrapping when creating the project. The mesh loads correctly, and I can see it in the viewport, but painting just doesn’t work.I’ve tried using paint layers, different brushes, and switching view modes (Material, Base Color, etc.), but still no luck. Everything works perfectly when I use the default mesh (Meet Mat), so I’m really confused.Could this be a shader issue or something with the texture sets? Any help would be greatly appreciated!Thanks in advance
Hi,The path tool only appearing across texture sets when using filled path, but not when using paint along path. Example on the pictures:
Add a new output template that would export every texture stored in the Project, like the output Mesh_Maps template. I have additional baked maps stored in there and It would help a lot to export them all at once instead of one by one
In Substance Painter, when baking, you can append suffixes like _low and _high to the mesh names to make them match. However, when I set up the rule for Ignore Backface Suffix (in this case, I used _igno), it seems to be applied to the _low and _high naming convention as well, which results in an error. Am I doing something wrong here, or is this a bug?The version I’m using is 11.0.3.
after baking, I apply the Skin Face material and I get these spots, there are such spots on Ambient occlusion and Thickness, help me solve this problem, thank you in advance
If possible, I'd like to see parity in layers management between Photoshop and Substance Painter. Currently, whilst you have layers selected, if you create a new folder (with the layers selected) they're not immediately added to that new folder. This is how it works in photoshop, and I would like to see the same in Substance Painter.
Hello!Ive been working in a Substance Painter file with no issues till recently. Whenever I wanna edit the file set to 2k, it crashes. It worked fine before, not sure what has changed. This issue doesnt happen when the file is set to 1k or below. I have a strong Razer Laptop with an RTX 4080 and have worked on very heavy files before (I work in Video games.) I hope there is a solution to this as I need to export my file in 2k textures! I've attached the log.
정점 생성 이후에 위치 등을 재조정하는등 별도 제어하려면 매우 느림. 정점 선택사항을 쉬링크 그로우 할 수 없음. 정점 선택 사항은 언두 리두가 안됨. 패스 생성 이후 정점 추가시 스냅이 바로 적용되지 않으며 한번 이동시켜 위치를 재정렬해야 스냅이 적용됨. 패스 생성 이후 프래셔값으로 패스 일부분만 얇게 하는것에는 문제가 없으나두껍게 하고싶을때는 페인트의 전체 사이즈를 두껍게 만들고나서모든 정점을 선택하여 전체 프래셔값을 50정도로 낮춰 사이즈를 균일하게 조정한 다음.원하는 일부 정점만 다시 선택한 후 프래셔값을 50 이상으로 조정해서 일부만 두껍게하는 식으로 작업해야하므로 매우 불편함.패스 생성 이후 100으로 되어있는 프래셔 값에 150 이라던지 하는식으로 100 이상의 + 수치를 넣어 일부분만 더 두껍게 할 수 있어야 간편함. 프래셔값 제어를할때 정점 선택후 상단의 슬라이더나 수치입력으로 제어해야 하므로 불편함.단축키+마우스 제어로 뷰포트상에서 바로 프래셔값 제어를 할 수 있어야 편리함.블랜더에서는 이게되서 매우 편함. paint along path 할때 페인트되는 부분을 패쓰로부터 살짝 벗어나게끔슬라이더나 수치로 오프셋 할 수 있는 방법이 필요함.현재는 페인트에 사용되는 알파이미지를 익스포트한다음좌우로 살짝 밀어놓은 알파 이미지를 따로 편집해서 만들고 이걸 다시 임포트한다음다시 툴에 집어넣는 방법 말고는 없으며 이거 매우 불편함. 패쓰 생성 이후 해당 레이어를 빠져나가 다른 작업을 하다가 다시 해당 레이어의 패쓰를 편집하기 위해 패스툴로 돌아갔을때 마지막에 생성했던, 혹은 마지막에 편집하던 특정 패스에 정점을 추가할 수 있는 상태로 곧장 이동되는데 이거 매우 불편함.매번 새로운 패쓰를 생성하려다가 기존의 패쓰에 새로운 정점이 추가되는 바람에 컨트롤제트로 언두를 하고 엔터를 누른 후 다시 새로운 패쓰를 추가하는 실수가 반복됨.
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